View Full Version : Mirror Uv (for Zbrush)
marciani 04-25-2006, 06:20 PM Hi all
i've spent all day to find the workflow.
My target is UV an obj to export in Zbrush.
This is my workflow:
I create an half mesh.
I create a UV only for a the half mesh
i export in Zbrush and all work fine.
The problem is here when i try to simmetrize object and UV.
When i export the mesh again my UV doesn't work anymore.
If i try to adjust in texture editor the placement in UV space, the result is not working......
Some hints?
Thx
Leo
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Are you trying to mirror the mesh in XSI or zBrush?
For mirroring in XSI, what I do is select the polygons and use the symmetrize polygons... adjust offset, etc as needed, then lock the PPG. Uncheck weld and select the new half of the mesh with the polygon island selection filter. Sync the selection in the Texture Editor and move the overlapping UVs and then recheck the weld option in the locked PPG. Now you can freeze the mesh and export to zBrush.
marciani
04-25-2006, 09:35 PM
Thx for your reply
Are you trying to mirror the mesh in XSI or zBrush?
In XSI.
I follow your instruction (very useful tips, mirror without welding points...)but doesn't work fine for me.
I've tested my half mesh with UV in Zbrush, and this work fine, when mirror in XSI and export again, in ZBRUSH the UV is corrupted (polygon overlapping).
I'm a noob and maybe the error is in this situation:
CAN I MOVE SCALE OR ROTATE FREELY the island polygon i've created in the texture editor?
When i mirror and i try to reposition all the island poligon on the UV space, in this moment i think, somethingh doesn't work......
I need follow some rules?
In the other way , if i pose the island polygon outside the space to obtein a polygroup in Zbrush, that's work fine.
Thx
Bye
Leo
Sure you can move, scale and rotate the UV selection...
Here's a quick video. (http://www.jigglefish.com/tutorials/xsi/jdex_xsi_sym_uvs_proc.mov)
QT6+ required ~8Meg
The Texture editor has a ton of tools for manipulating the UVs, otherwise it'd be... well... pointless. :D
marciani
04-27-2006, 06:44 AM
Hi, thx for the video:thumbsup:
here my situation:
http://show.imagehosting.us/show/1326181/0/nouser_1326/T0_-1_1326181.jpg
http://show.imagehosting.us/show/1326207/0/nouser_1326/T0_-1_1326207.jpg
When i start the UV process, my workflow (i'm a noob) is the following:
Select the face on the model
assign a subprojection
return on the mesh and hide the face with the subproj. assigned. and selected new face.
At the end of the process i've notice in the cluster panel so many info, maybe to much.......
could be here the error?
Could you point me in the right direction?
Thx in advance
Leo
http://show.imagehosting.us/show/1326223/0/nouser_1326/T0_-1_1326223.jpg
unwrap the whole char with an peltmapper (wings, blender)... i think this ist the best way...
No problem Leonardo,
The overlap you are getting is because the section below circled in red is in the same UV space as the part's over the image. If you scale down all of your UVs and make them all fit nicely on the image in the UV editor, you will be fine.
The "square" area covered by the noIcon (or whatever image you choose to load, can be a rectangle too) area defines 0-1 in UV space, and that space is wrapped indefinitely around what's visible... by positioning the circled parts where you have, the islands are sharing the same UV space.
As for the clusters on the object, you probably shoud delete all of them except "Texture_Coordinates_AUTO".
How did you get so many texture maps applied? That's just crazy! :)
Delete the 2 Texture Maps in the Texture_Coordinates_AUTO cluster as well.
marciani
04-28-2006, 04:13 PM
Thx , i've got it.:thumbsup:
I've notice when i put all the polygon in the Square UV space i've not problem.;
but i need to assign "differnt polygroup" to better manipulate in Zbrush.
In this case when i move the polygon in T.E 1+ in field number U i obtein a very messy UV in Zbrush.
I avoid this erasing all the cluster in excess.(i don't know or how i did those extra cluster.....)
Thx for your time .
Bye
leo:applause:
marciani
04-29-2006, 06:54 AM
Hi all,
at the end of the process i've got it.
Only one question:
I have done the UV on my obj
Freeze and export in ZBRUSH
Check in ZBRUSH the UV and all work fine (no overlaps) and polygroup assigned regular.
Suppose i want rearrange in a better way the UV.
Come back in XSI and move and size the polygon island to fit properly in th UV space (i move the polygon with or without "SET" button pressed); in XSI work fine , No overlaps, no extra cluster.
Export again in Zbrush, but in this time is very messy and overlapping.......
Someone could explain what's happen?
Thx
Bye
Leo
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